Oleander-X · published · build 23949418
With Fighting Mode, infiltrations are no longer only about avoiding detection. Guards can now fight back with firearms, forcing you into tense gunfights where movement, timing, and cover matter.
Bullets are visible and dodgeable — a shot only counts if it actually hits Ethan. Move fast, escape the danger zone, and survive the firefight.
Players can still choose Classic (Simple) for the original stealth-focused experience, or switch to Fighting for a more intense action-stealth challenge.
To experience Fighting Mode, you need to start a New Game or Switch the current Saved Game to new Mode.
During gameplay, press Esc to open the Pause Menu, then select Convert Game Mode.
Follow the dialogs to confirm you would like to switch the Game Mode.
You can switch between Classic Mode & Fighting Mode at any time. However, you also may want to backup the data before. For backup feature, follow the instruction below.
Before creating a new game, please back up your current save data if you want to continue from your existing progress later.
To create a backup:
During gameplay, press Esc to open the Pause Menu, then select Save Backup.
To restore your backup later:
From the Main Menu, select Load Backup Or,
During gameplay, press Esc to open the Pause Menu, then select Load Backup.
Added Fighting Mode.
Added Classic (Simple) and Fighting selection when starting a New Game.
Added persistent save support for selected game mode.
Added armed guard behavior in Fighting Mode.
Added visible guard bullets/projectiles.
Added guard shooting effects.
Added guard gunshot sounds based on guard level.
Added Ethan’s visible aiming cone in Fighting Mode.
Added dodgeable projectile logic.
Guard vision cones are hidden in Fighting Mode, but still work internally for detection and alert.
Ethan’s shooting in Fighting Mode now uses a forward-facing aiming cone.
Guards stop before firing in Fighting Mode.
Guards fire immediately after detecting a valid target, then continue firing at short intervals while the target remains in danger.
Bullets no longer count as hits when fired — they must physically collide with the target.
Bullets are blocked by walls.
Ethan can dodge guard bullets by moving out of danger before impact.
Classic Mode remains unchanged.
Improved Ethan’s aiming cone visual so it looks softer and less harsh.
Improved player/guard collision behavior.
Guards should block Ethan properly without dragging or pushing him.
Reduced cases where guard contact could feel physically unnatural.